我已遍历顶点并将平面映射到每个顶点。我在正确定位飞机时遇到了问题。我可以使用球体,但是当我对基元进行任何改动时 - 位置是正确的但是它们不会正确地倾斜/倾斜。
编辑:注意 - 球体的更改是在创建球体之前完成的。我更新了Sphere类以创建一个细长的球体。
我用来放置飞机的代码如下:
pivotDO3D = new DisplayObject3D();
scene.addChild(pivotDO3D);
var bigSphere:Sphere = new Sphere(null, 500, 20, 20);
for each (var v:Vertex3D in bigSphere.geometry.vertices)
{
var __seatmaterial:ColorMaterial = new ColorMaterial(0x000000);
__seatmaterial.doubleSided = true;
var p:Plane = new Plane(__seatmaterial, 20, 20, 2, 2);
pivotDO3D.addChild(p);
p.position = v.toNumber3D();
p.lookAt(bigSphere);
}
答案 0 :(得分:1)
以下演示说明如何最小化问题。我将乘法因子0.6改为2.0以及球体大小,以夸大效果,以便您可以轻松地看到它。确保在Sphere.as中更改为0.6到2.0。
关键是改变目标点的z位置和球体上点的z位置。
要进行比较,按原样运行以查看“修复”版本,并将lookAt目标从pivotDO3D2更改为bigSphere以查看旧版本。
package
{
import flash.display.Sprite;
import flash.events.Event;
import org.papervision3d.cameras.*;
import org.papervision3d.core.geom.renderables.*;
import org.papervision3d.materials.*;
import org.papervision3d.objects.*;
import org.papervision3d.objects.primitives.*;
import org.papervision3d.render.*;
import org.papervision3d.scenes.*;
import org.papervision3d.view.*;
[SWF(width='400', height='400', backgroundColor='0x000000', frameRate='30')]
public class PlaneOrientationDemo extends Sprite
{
private var scene:Scene3D;
private var camera:Camera3D;
private var renderer:BasicRenderEngine;
private var viewport:Viewport3D;
private var pivotDO3D:DisplayObject3D;
public function PlaneOrientationDemo()
{
viewport = new Viewport3D(0, 0, true, true);
addChild( viewport );
renderer = new BasicRenderEngine();
scene = new Scene3D( );
camera = new Camera3D();
camera.z = -700;
camera.zoom = 50;
pivotDO3D = new DisplayObject3D();
scene.addChild(pivotDO3D);
var pivotDO3D2:DisplayObject3D = new DisplayObject3D();
var bigSphere:Sphere = new Sphere(null, 150, 20, 20);
for each (var v:Vertex3D in bigSphere.geometry.vertices)
{
var __seatmaterial:ColorMaterial = new ColorMaterial(0x00FF00);
__seatmaterial.doubleSided = true;
var p:Plane = new Plane(__seatmaterial, 20, 20, 2, 2);
pivotDO3D.addChild(p);
p.position = v.toNumber3D();
// This number should match the fx multiplication factor in Sphere.as.
var xFactor:Number = 2.0;
pivotDO3D2.z = v.z / (Math.PI / xFactor);
p.lookAt(pivotDO3D2);
}
stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event: Event): void
{
pivotDO3D.rotationX += 1;
pivotDO3D.rotationY += 1;
renderer.renderScene(scene, camera, viewport);
}
}
}